fbpx

April 30, 2025 Akupara Games

Akupara Games Monthly Dev Log – April 2025

April was a big month for us with revealing a new game we are publishing, releasing a new title on PC, starting a new beta, and more! We have numerous games and an abundance of game news to go through so lets get right into it!

 

The games that are in this dev log are

  • REPOSE
  • Montabi
  • Cabernet
  • Everafter Falls
  • GIGASWORD
  • Future Vibe Check
  • Airframe Ultra
  • Sorry We’re Closed
  • Universe for Sale

REPOSE – Out Now on PC

April 14th was your first day on the job. Do you remember how deep you made it into the facility?

 

Welcome to your first day on the job! Corporate is coming to visit us soon and we need to clean up our work and follow the guidelines to a tee. We don’t want to be written up by anything. Go into the facility and pick up oxygen tanks that you find while you are in there. HR should give you the flashlight and axe you need to traverse through the facility.

 

REPOSE launched on April 14th! REPOSE is one of the few titles that we are publishing being developed by a single developer. Bozó Attila Bertold crafted a really unique, engaging story for the fans and I’d love to gush about it– but that’d be spoilers. Just know that it goes some WILD places. 

 

Check out REPOSE on Steam!

https://store.steampowered.com/app/3002510/REPOSE/ 


Montabi – Find Your New Team

We revealed that we are publishing Montabi!

 

Montabi is a creature-collector roguelite deckbuilder where you tame creatures and gather a team of Montabi to battle other tamers. Positioning is key! Move your Montabi in a 3×3 grid to advantageous positions to deal the most damage while avoiding the attacks of the enemy. Train your Montabi to grow stronger and learn new skills that you can add to your deck!

 

When trying out Montabi, I could feel the inspiration coming from a ton of classic titles wrapped up with modern stuff like Astrea. It was a wonderful experience and I can’t wait to share with you the creativity being developed! But that is for a future post.

 

Wishlist Montabi on Steam! 

 

If you would like to join the Montabi community, then I would recommend joining their Discord!


Cabernet – Vampires Invade the Playstation 5

Cabernet has crossed into the final major platform, the Playstation 5.

Cross buy is enabled for those that couldn’t wait to play it so they can upgrade from the PS4 to the PS5 version for free!

We are so happy to have Cabernet accessible for many players. It has been great to work alongside Party for Introverts, the developers of Cabernet, and to see their hard work come to fruition. Cabernet has a 91% positive rating on Steam and that rating is climbing. If you love vampires or love a good narrative, then I would strongly recommend checking out Cabernet


Everafter Falls – New Decorations; New Quests; New Patch 

Everafter Falls has been a bit quiet recently. In fact, this was the game that sparked the idea for these monthly dev logs. Well Ou, the developer on Everafter Falls, has been deep in the coding mines. Everafter Falls 2.0 is now out on PC, Playstation, Xbox, and Nintendo Switch.

 

This major content update includes new quests, new decorations, new cooking recipes and more! I’ll go into a bit into deep details below!

 

New Items and decorations

There are numerous items being added in this update that can be used to spruce up the farm or to help get those last few pesky items in your collection. You can gather these items by crafting them, unlocking them after completing one of the nine new quests, or winning prizes!

 

There are many new house decorations, new rug/poster decorations, furniture catalogue, plant catalogue, and more. Be sure to check them out and see if any of these items can help elevate your build! Feel free to share your farms and designs in the Everafter Falls Discord!

 

Also, for those who love to collect and catalogue everything, there are a couple items in this update that may help out! I want to highlight two of these items! The Golden Shroom Terrarium which is a prize item and will give you a 100% chance to get a shroom you haven’t already gotten. The Epic Critter Terrarium lets you breed only insects you haven’t currently found.

 

Pixies

There will be a new way to collect pixies in the update which will be really helpful in completing tasks and gathering items. In the Pixie Cave, there will be new red, blue, and green pixie shrines which after the required items are donated to fix them, will generate a pixie every 5 days. These Shrines can also be used to recall all pixies of each color to respective shrines.

 

Quality of Life Changes

We’ve been listening to the feedback of the community and have added a few QOL changes from players can now up to 3 teleportation stones, blue star shows next to any item in crafting menu you haven’t crafted yet, Pip now offers to take all pigeons in your inventory if you have multiple flightless ones, and more!

 

We are ecstatic to get this patch out to you all! Whether you are a returning player or completely new, now is a great time to dive into Everafter Falls and build your farm.

 

Steam: https://store.steampowered.com/app/1416960/Everafter_Falls/ 

Playstation: https://store.playstation.com/en-us/concept/10010480 

Xbox: https://www.xbox.com/en-us/games/store/everafter-falls/9nfz07q58m6n 

Nintendo Switch: https://www.nintendo.com/us/store/products/everafter-falls-switch/ 


GIGASWORD – April Fools Video

On April 1st, we revealed a totally serious and totally real announcement for GIGASWORD. We released a video highlighting this information.

 

On a less serious note, I talked with Jack, the solo developer of GIGASWORD, on what they had been developing for the game!

 

Hey Giga-fans! I’ve been working on some new areas for GIGASWORD, and that means new background art! I’ve really been pushing myself with these newest assets, as I really want them to stand out in the player’s memory while they’re exploring the Nestrium. Some of these areas, such as the fiery Volmire, will serve as integral parts of Ezra’s adventure, while others, like the blue-skied Astral Realm, will be entirely optional and thus much harder to find. Think you have what it takes to uncover all of the Nestrium’s secrets?

If you would like to see more GIGASWORD, there is a demo available for you to check out on Steam and if you enjoy it, please leave us a wishlist.

https://store.steampowered.com/app/1885930/GIGASWORD/ 


Future Vibe Check – Why Did We Ditch Belts for Musical Nodes?

Last month, we revealed that Akupara Games is publishing our first automation game, Future Vibe Check.

 

 

Future Vibe Check is a musical automation game where your factories don’t just produce goods—they make music. Summoned by Infinity, you must rebuild reality. The call of endless optimization will be sublimated into sound. Automate the Vibe. Defend the Vibe. Become the Vibe.

 

I talked with Unwise, the solo developer of Future Vibe Check, about what they have been working on.

Hey everyone—Unwise here with a quick peek under the hood of Future Vibe Check. Early prototypes pushed music “items” along conveyor belts to an endpoint to be played. The  inspiration at the time were sequencers and tracks in a DAW (desktop audio workstation) where there is a linear progression of time and music is played left > right. This seemed like a great fit with the concept of conveyor belts in automation games.  

This worked but there were two things missing. 

  • Since items moved on a ‘belt’  (similar to a DAW Track) it was hard to modify as music was being played. Music happened to you once parts arrived vs you engaging with the creation at runtime.
  • The belt based system didn’t communicate music information outside the visual of the item itself which was hard to understand with 100s of items traversing a belt path. This needed to change so that more music information could be understood and visualized. 

So, we rebuilt the music creation system into a Node Based Composition system and maintained belts for the crafting loop. 

  • Rhythm = Distance: Players place nodes on a grid and each cell on the grid is a sixteenth-note. Drop a node four cells away and you’ve got a perfect quarter beat. Timing is something you place, not something you scroll through. Players already think in conveyor-belt lengths and tile counts, so binding rhythm to distance means they never leave that spatial reasoning loop. This condenses rhythm and routing into a single view—ideal for quick iteration during gameplay.
  • Signals, Not Items: Instead of shuttling physical notes, we moved to players creating an abstract “signal” that is sent to their node network and  impacts the music played. That means zero belt congestion and instant branching—perfect for quickly modifying beats. 
  • Probabilistic & Generative: One advantage of thinking in networks is that a signal can fork to any number of nodes; this then makes music creation probabilistic. You become the conductor, tweaking patterns on the fly. 

The switch turned composition in FVC from a destination into a creative building journey working in concert with the belt based automation loops. Next month, we will talk about how the music is played once a signal reaches a node by taking a deep dive in our procedural music in FVC.  

Peace and Love,

Unwise

 

If you are interested in Future Vibe Check, then wishlist the game on Steam!


Airframe Ultra – What’s New in the Next Beta?

We are starting the second beta on Friday which will last over the weekend! If you would like to join the beta, then fill out the Google Form!

 

If you played in the first beta, there are several changes made from the feedback of that beta to improve this round of beta testing! Even if you are new and want to check it out, your feedback is valuable and appreciated.

 

So What’s Actually New?

Alright, alright. I’ll dive deep into some of the new mechanics and even a new map you’ll be able to check out during the beta! From new UI changes to new vehicle balance changes to new character customization options, there is a lot to talk about here.

 

New Racing Settings

There will be some new settings for you to play with. If you played the first beta you may immediately see the new Finishline Win. The Finishline Win means in order to win the game you need to reach the score to win and then, win a race! The goal here is to increase the importance of being a strong racer and to make for more climactic finishes.  It really puts a target on your back when you hit the score to win and the other players know they need to defeat you in order to keep their chances of victory alive. That is clearly the only new setting, nothing else. Nope there isn’t anything behind the red censor.

 

Balance Changes

One take away from the first beta was that many people felt that melee weapons were severely underpowered and saw them as a waste of money against the many ranged options. The development team did give melee a bit of a nudge to improve their usefulness and we hope that players will see them as an option in combat! 

 

The different Airframes also had some tweaks to their stats to better separate them and to give each their moments to shine. We found in the first beta that the meta was to play only one type of Airframe, the hopper, as its mobility and speed just completely outplayed the others. So, the hopper was adjusted to make it a bit less of the obvious choice. Some of the other Airframes got a slight bump like the cruiser being a bit more forgiving and in line with the other bikes and the vector to be a bit more… well, vector. Seriously, that is the note that Josh and Joar gave me for the vector.

 

Maps

There will be new maps to play with in the new beta! Quarry and Nightride will be in this beta test!

 

Nightride is deep in the urbanized heart of Megacity West. Fight on the streets while dodging traffic. From the narrow backalleys of the night market to the wide freeway slicing through the sky over the city, there are nothing but buildings filling up the horizons in each direction you look. Show the other racers who truly own the streets.

 

Quarry sits nestled in the deep, man-made canyons of large abandoned mines in Megacity West’s rusted, industrial core. While the workers have left long ago, the conveyor belts still remain active, transporting materials to their destinations– could you ask for a better track of Airframe racers? Careful when racing in the valleys, those blocks of stone do not move if you crash into them.

 

There are a ton more new changes I could go into. However, that is for you to explore in the new beta! If you would like to join the beta, then fill out the Google Form!


Sorry We’re Closed – Xbox Indie Selects

Sorry We’re Closed appeared on Xbox Indie Selects in March.

 

We are so proud of the developers and honored to be a part of this amazing lineup of games! If you would like to read the article, then here is the link!

https://news.xbox.com/en-us/2025/03/26/indie-selects-march-2025-id-xbox/ 


Universe for Sale – New Physicals in Asia

We partnered with Soft Source to bring Universe for Sale Nintendo Switch and Playstation 5 physicals in the Asia regions!

Universe For Sale - Nintendo Switch

If you love the sounds of opening up that case to your new game then I would recommend checking these out!

https://softsourcepublishing.com/release/universe-for-sale/  


If you want to hear more news on these titles, then join our Akupara Discord, or follow us on Twitter, Bluesky, Facebook, or Instagram